------------------LATEST CHANGES------------------5/16/14:*Fixed Replication issues and now each client should have their own UBS.ini to configure their buddy from the server. It works now.* Fixed various bugs with RateWeapon() FireWeapon() and SwitchtoBestWeapon2() SwitchToFavoriteWeapon() functions for better AI support. * Buddies can now handle properly waiting for Elevator Lifts. * Fixed buddies can now properly handle checking for enemies in the Roaming state.* No more teleporting while Master or Buddy is on a Mover.* Fixed Hunting state. Buddies will now Hunt after their Master's enemies.* Fixed sooooo many scriptwarnings. Some minor ones remain (mostly enemy checks), but they are very minimal. + Added bRespawnBuddies which makes buddies respawn for their Masters when they die.+ Added bRandomBuddies which will pick a random model and skin for new buddies that spawn.+ Made buddies bCollidePlayers false+ Made buddies bProjTarget false for the Roaming, Waiting and Hunting states. Basically means they will only collide with projectiles while in combat.! Changed Roaming and Waiting states to talk to each other about when a Buddy is either stuck at a wall or loops random destinations.

------------------DESCRIPTION------------------

Unreal Buddy System is a mod which currently allows for one Male companion to fight along side you in anystock/custom map(s). This mod was inspired by the companion system in Fallout 3 and Fallout: New Vegas.Without those games this mod would not exist.

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If you are using a combination of UT and OldSkool Singleplayer, I would suggest the command "summon UBS.UBSMut" at the start of any new campaign.This command will load the mutator and properly spawn your buddy, but will not replace any existing HUD.

You can also use the command "open <mapname>?mutator=UBS.UBSMut" or select it from the Mutator Mod Menu in Unreal 227 or UT.This mod works in all versions of Unreal including 227 and Unreal Tournament. Not tested yet though. I built it under Unreal Gold 226b.

@medor: good to know the mod at least loads in UT . Weird that your buddy didn't spawn with a dispersion pistol like he should... The skull isn't an error by the way, that's just the temporary sprite I'm using for the unreal buddy item. The unreal buddy really isn't meant for bot match or CTF gametype , but If you'd like support for those game types I can see what I can do. Unreal buddy system is pretty much meant for offline single player campaigns at its current state. It might work online in coop, but I haven't tested it yet...

@delacroix: Yes, this mod can be included in any custom map as long as its not recompiled via MyLevel or put into a separate package. After thinking about how a mapper would place a Buddy actor in the map, I think I might revise the code a bit and have the MaleTwoBuddy spawn the UnrealBuddyItem on his/her master Playerpawn instead. This way a mapper can place a buddy in their map and when the buddy locks onto the player it will spawn the inventory on them instead.

I was actually thinking of a highly-customized and personalized version of this. You seem to have just the same idea as our team has, to have a squadmate supporting the player at all times. However, due to changes in the core gameplay formula, the "Buddies" would have to be updated to adapt to that by our coder. Don't get me wrong - UMS does have men capable of doing that from scratch, but I don't see the reason for reinventing the wheel if this can be avoided. Following that comparison, I'd rather give the wheel a different "tire".

I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.

As long as the package name is changed and credits for whatever code you keep of mine is given your allowed to compile a new mod for your project. I will ask that you keep all your coders scripts open source so I can see the changes to my base code though.

Who knows, maybe at some point we can combine code and ideas for the final version of UBS. Keep in mind this release of UBS is still Alpha.

@TIK: are you referring to the bot orders window in UT? As I remember, that is meant to be used in a botmatch with a proper pathing system in place. My mod will follow the player regardless of the map pathing system and if the buddy gets hung up on a wall or something where a path does not exist, it will teleport behind the player. Honestly though, if you stay relatively close with your buddy as you play through maps, he will very rarely get stuck on a wall with or without paths.

Question; In New Vegas there was a companion wheel that the player could bring up when they interacted with the companion character. Typically it was for initiating conversation but there was a host of toggle commands for specific orders and things, like "wait here" or "follow me" but also orders to use a specific weapon type and such. Are there plans to incorporate those kinds of features or are they beyond what you originally intended?

@Prophet: The answer is yes. I already have plans to recreate that wheel for the beta version will all funtionalilty from new Vegas. Still, I'm not sure the best route to take to bring up the wheel interactive screen through an inventory item. I don't want a new player class or game type to go along with the mod which makes it a bit more challenging...